Reproduction steps:
1. Open the attached user's project "Vulkan.zip"
2. Install the Memory Profiler package via the "Package.json" ("com.unity.memoryprofiler": "0.7.0-preview.2")
3. Build the Player for Windows standalone on Android
4. Open the Memory Profiler and capture a snapshot
5. Observe the Graphics memory block, switch to Vulkan or Direct3D11/OpenGLES3 and build again
Expected result: Vulkan memory use is around the same compared to other Graphics APIs (Direct3D11, OpenGLES3)
Actual result: Vulkan shows significant memory use compared to other Graphics APIs (Direct3D11, OpenGLES3)
Reproduces on: 2019.4.39f1, 2020.3.34f1, 2021.3.4f1, 2022.1.1f1, 2022.2.0a16
Reproduces on these devices (Vulkan):
customer device: Pixel4a
N/A, Samsung Galaxy Note9 (SM-N9600), Android 9, CPU: Snapdragon 845 SDM845, GPU: Adreno (TM) 630
N/A, Samsung Galaxy Note10+ (SM-N975F), Android 9, CPU: Exynos 9 Series 9825, GPU: Mali-G76
N/A, Samsung - (SM-G991U), Android 11, CPU: Snapdragon 888, GPU: Adreno (TM) 660
N/A, Samsung Galaxy Z Flip3 5G (SM-F711B), Android 11, CPU: Snapdragon 888, GPU: Adreno (TM) 660
Notes:
-Issue reproduces on Windows standalone and Android
-Issue does not reproduce on Direct3D11 and OpenGLES3
-Memory difference between Vulkan and OpenGLES3 on Android is about 200mb, while on Windows between Vulkan and Direct3D11 is around 2,5 gb, however, Memory profiler reports the 2,5gb of memory as Untracked Memory